|Main Quest: Wild Card: You and What Army?|
|Gain access to the weather monitoring station.|
|Destroy the vault's generators.||Use the platinum chip to upgrade the vault's securitrons.|
|Reward: 500 XP||Reward: 750 XP|
|Leads to: Wild Card: Side Bets, Wild Card: Change in Management, The House Always Wins II, Render Unto Caesar|
The bunker is inside the weather monitoring station at the Fort. To gain access, Caesar will give the player character an optional part of the quest, which is to find the bunker and destroy it. If one accepts, he will let them enter, at which point the player character can either destroy the army or activate it. Caesar will assume that the rumbling of the army activating was whatever the Courier used to destroy it.
Option 1: Upgrade securitrons
Option 2: Disable reactors
To disable the reactors, simply shoot each of the three reactor modules with a ranged weapon, smash them with melee weapons, or use explosives. Regardless of the method used, the modules will be destroyed, completing the mission but severely impacting a independent New Vegas ending.
- Inside the securitron vault there is a constant +1 rads.
- Mr. House tells the player character he cannot control anything in the vault and asks the player character if they want they can disable the security, which would make the Courier think he should have a password for the computers to disable the robots, and turrets, but does not offer one.
- Disabling the reactor will fail The House Always Wins quest.
- If the Courier agrees to "destroy" House's securitron army, they will get their weapons and aid items back inside the weather station, these will be retaken once one is out.
- The dialog reclaiming your weapons will only take place once you go to exit, and will not be repeated. This means that any weapons or aid can be stored in a container within the weather station before this dialog, then grabbed before exiting the building with no combat or consequences.
- One can also circumvent this by assassinating the door guards on the inside without initiating the dialogue, so long as they are not detected, which will allow the player to carry their weapons back to Caesar's Tent.
- If the player character wants to work with the NCR but has worked with Yes Man for too long, Don't Tread on the Bear! will automatically begin. If the Courier completes one more quest for Mr. House or Yes Man, the NCR won't give the player character any more quests and any NCR quest active will fail.
- There is no real benefit in destroying the securitron army. Doing so will permanently lock the Courier out of siding with Mr. House. Destroying the securitrons and then siding with Yes Man effectively deprives the Courier of their own army, and siding with either the NCR or Caesar requires Mr. House's death, making the securitron army redundant at that point.
Behind the scenes
'You and what army?' is a phrase used to respond to a threat by implying that the threat is a weak one.
- Speech check for meds with the guard at the front gate, one's weapons will not be confiscated either. This leads to becoming trapped in the weather station, with the guard saying it's okay to leave but not actually unlocking the door. Excluding console commands, the only way to get out is to sneak attack the door guard and take his key; a good position for the sneak attack is the stairway leading to the vault, as the Praetorian guards can't see the player character no matter their Sneak skill. (FIXED v. 1.4) [verified] If one passes the
- Caesar and/or Vulpes Inculta. The screen will zoom in on him, then instantly zoom out. [verified] A bug may occur where one is unable to engage in conversation with